Foon → Ludum Dare Explorer → Users → NiallM
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2010 | 18 | Enemies as Weapons | The Lair of Fungal Wonder | compo | Graphics | 4.63 | |
| 🥉 | 2010 | 17 | Islands | The Lost Hebrides | compo | Community | 4.42 | |
| 🥉 | 2010 | 17 | Islands | The Lost Hebrides | compo | Theme | 4.28 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Fo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Feill Fadalach | jam | 418 | 3.13 | 3.36 | 3.21 | 1.77 | 3.55 | 3.54 | 2.86 | 3.08 | 52 | ||||||
| 2013 | 28 | You Only Get One | Pretty Creatures | jam | 17 | |||||||||||||||
| 2013 | 27 | 10 Seconds | Starlit Shoot-Out | compo | 820 | 2.78 | 2.82 | 2.61 | 2.70 | 2.74 | 3.43 | 3.06 | 2.77 | 39 | ||||||
| 2013 | 26 | Minimalism | Minimal 2 Player Game | jam | 106 | 3.60 | 3.50 | 3.74 | 3.82 | 3.55 | 3.44 | 3.15 | 3.35 | 69 | ||||||
| 2012 | 23 | Tiny World | Dwindling Worlds | compo | 121 | 3.56 | 2.88 | 4.38 | 3.02 | 3.35 | 4.09 | 2.10 | 3.98 | 61 | ||||||
| 2011 | 21 | Escape | Safari Park Escape | compo | 343 | 2.60 | 2.13 | 3.13 | 3.73 | 4.13 | 1.00 | 2.20 | 3.33 | 5 | ||||||
| 2010 | 19 | Discovery | Explosive Transcendental Circulatory System | compo | 76 | 3.17 | 2.65 | 3.87 | 3.22 | 3.48 | 3.68 | 3.40 | 3.81 | 14 | ||||||
| 2010 | 18 | Enemies as Weapons | The Lair of Fungal Wonder | compo | 6 | 3.83 | 3.30 | 3.83 | 3.74 | 4.63 | 3.78 | 2.11 | 3.93 | 14 | ||||||
| 2010 | 17 | Islands | The Lost Hebrides | compo | 17 | 3.68 | 3.00 | 3.39 | 4.28 | 4.56 | 3.88 | 2.40 | 4.42 | 33 | ||||||
| 2009 | 16 | Exploration | For Queen and Country | compo | 14 | 3.61 | 3.24 | 3.56 | 3.78 | 3.78 | 3.69 | 2.30 | 3.86 | 14 | ||||||
| 2009 | 15 | Caverns | Caverns of Light | compo | 26 | 3.53 | 3.09 | 3.71 | 3.81 | 3.48 | 3.52 | 1.81 | 3.88 | 27 | ||||||
| 2009 | 14 | Advancing Wall of Doom | Die, you Stupid Hurdlers! | compo | 39 | 3.38 | 3.06 | 3.63 | 4.44 | 3.88 | 3.62 | 4.06 | 3.50 | 2.73 | 4.25 | 3.00 |
Yeah, this is really nice. That game mechanic's fantastic.
A good concept, but I agree that the player needs some kind of defense against the spray. It's a little too random as it is.
Yeah, this is great. Really well polished And I really like the kind of minimal sound effects.
Love the music. I thought the enemies were a bit too small compared to the size and speed of the player though. Would be nice if you had some control over where you threw the enemies.
Just played this on my netbook (ubuntu). It's pretty good. The ascii graphics are effective and the story's well-told. I got endings 8 and 1 (which was seriously creepy btw) on my two playthroughs.
Yeah, the toadstool guns don't go away once you've got them. At that point you're better off abandoning your scanning mission, and concentrating on just surviving.
There are two endings depending on how you play.
Oh, sorry. I know what that is. I've uploaded a fixed version if you'd like to download it again.
Thanks for the kind words guys :)
I just found a bug with the linux port where the sound was getting delayed. This was in my framework code (not anything I wrote during the weekend), so I've uploaded the fixed version to the same url.
I've uploaded a post-compo version which I think addresses the problems people have had with the game difficulty-wise. Specifically the random number generator is a lot fairer now.
This is pretty nice, even if it is unfinished. It would be great to see it finished.
I really like this. The visuals are gorgeous, and I love the jetpack. Having the cats reject you if you smell like dog (etc.) is a really neat touch.
Really nice. A bit frustrating, but in a good way. Loved the aesthetic too.
Really like this. It may be simple but it's really nicely polished for a Ludum Dare entry.
It's a neat idea, but the movement felt a bit too slow for my liking. Finding the treasures was a bit of a chore.
Really nice. The music, sounds and visuals are perfect.
Hard, but a very decent rainbow islands-style platformer. Love the minimal graphics.
This is cool :) And that music's fantastic. Really liked this one.
Loved the music and the platforms/background, though it's a shame the player and the coins weren't photographs too. I found the game quite fun - it wasn't hugely different from the process of learning a difficult level in a typical platformer, and the rolling inertia gave the whole thing an extra edge.
This is fantastic! I'd loved to see it a polished a bit more, but it's a really neat design already.
This is a lovely wee game. The controls were a bit finicky, but I loved the idea, and the visuals and the music.
This is really nice (I love how everything's on wires) but I agree that the thruster damage mechanic is a bit too punishing.
I really liked this, though it does feel like the scoring should be communicated better in the game. The first time I played it I was wondering where the challenge was, and it wasn't till I came back and read your description that I realised there was a bit more to it than simply picking up the dots and making your way to the bottom.
It's a little rough around the edges, but the voiceover more than makes up for that. Nice.
The zip version worked fine for me. I really like the idea of your lightbulb getting progressively dimmer, but the level design felt a little unforgiving. I kept banging my head as I was trying to jump across to other platforms, which made the whole thing very fiddly.
@zed: Did you have firefox running and minimised, by any chance? I've had issues in the past with firefox forcing SDL apps to minimise on Vista. The solution is just to unminimise or quit firefox.
@Andrew: There's two ways to win: Avoid capture with at least one of your animals till turn 50, or defeat all the humans in battle. How easy that will be depends on which animals you selected to escape with. Elephants are really tough and can do a lot of damage if you gang up 2 of them on a human, hippos and owls can go on lake tiles where humans can't capture them...
The animals' different stats were supposed to make each one useful in its own way, but running out of time meant some of them are more useful than others.
This is pretty neat. I liked the mechanic of trying to lure the pigs away from the houses so you could get the NPCs there safely :)
I liked this. I love how instead of the usual resource types you've got things like "bitcrafter: bits from electricity" etc. Really nice.
It worked for me. It's pretty neat; the graphics and music are really well done. I like the mechanic of delaying/negotiating with/attacking the larger planets.
It could probably do with some kind of tutorial/in-game explanation though. At first I thought the goal was to block the roads by dropping the hippies/asteroids in their way.
It took me a while to work out what I was supposed to be doing, but I like the idea. It feels like it could do with being fleshed out some more though. e.g. the uzi seems a little unnecessary when you can just stomp on the little guys' heads.
I like the idea, and I thought the pixel graphics were really well done, but I found it a bit too hard for my tastes. I think part of the problem was that I'd frequently lose track of the mouse cursor; it could do with standing out from the background a bit more.
Doesn't work for me? On both links I just get a loading bar that stops a bit before it reaches the end. I'm running Firefox 11 on Windows 7.
Thanks for updating it, but I'm still having problems :( It loads now, but the graphics don't seem to update correctly. i.e. the spaceship doesn't move, but I can navigate to the worlds with a little guesswork; on the world it seems I can move and drop bombs, but the graphics never update, so I've no idea where my guy actually is.
I should probably just install chrome...
I really liked this. It could have maybe done with a bit more enemy variation but the core mechanics were really nice.
Agree that the foreground elements need to stand out more from the background, but the graphics are pretty good otherwise (maybe a bit too much in the way of simple gradients).
The bug zappers felt a bit unfair; I couldn't tell when they were going to drop, and if I was better off staying at the top of the screen, or heading down to the bottom. Giving the player a little control of the fly's x-axis position would have made this less of an issue.
Kind of disappointed this isn't a sequel to the legendary amiga game Gravity Force 2, but it's pretty well done for what it is. I particularly like how you slow down when your gun's fully charged; it forces you to be really precise with your shots.
I found the main mechanic of having to jump to precise heights to hit the UFOs a bit frustrating, but I loved the robot. Some really nice writing there :)
Doesn't seem to work for me. I get a 'sound initialization error' on the intro(?) screen and it doesn't respond to my input. Firefox 12, Windows 7.
If it's crashing for you, could you let me know what graphics card you've got? I suspect my engine's trying to do something a bit too fancy for older cards. It should fall back to a more sensible default, but if it's not doing that then it would tend to crash.
Also, [slight spoiler]the voices are hints; they explain (in a more or less cryptic fashion) what you're looking for to fix the various worlds[/slight spoiler].
Thanks for the comments guys. I'm going to do a post-compo version that smooths off the rough edges this weekend.
@everyone having issues with it not running: I've uploaded an alternate Windows version. Does this fix it?
@23: The letters KG do mean something to me, and if I'm thinking what you're thinking, that's a pretty big compliment. Thanks!
@namuol: Oh, weird. Did you get you get any sound at all?
@Pierrec: Yeah The Divine... was me :) This is kind of a follow-on from that approach.
The blinking world is about half-way through the game. It should flash white like the others when you get it right, but it shouldn't disappear. I'm not sure why it's doing that, but I'm going to make that world a bit more forgiving when I do my post-compo version, which might fix things?
Really impressed you managed to write a vm from scratch and code a game with it in 48 hrs :) The game was pretty neat too, though I could have done with more levels. Very cool.
I like this a lot. Changing the controls each time while retaining the same goal is a really neat idea. Aesthetics are great too :)
I like the idea, but this is hard! For some reason I had a lot of trouble judging when the heartbeat was louder/quieter, and how close I was to the exit. I think I'd have found it easier if the speed of the heartbeat varied rather than the volume.
Love the zoom out at the end, and seeing the path you traced through the map.
This is fantastic :)
I really like this, but man is it hard. The blocks changing colour just as they're about to hit the pillar feels kind of cheap. I loved the way they sometimes change direction though, like the game's actively taunting you.
This is a lovely wee minimal platformer. The sound design is really impressive. Very nice.
This is wonderful. It's put a big smile on my face :)
This is amazing. The visuals and sound design are fantastic, and the glitchy platformer physics really add to the oppressive atmosphere the game has.
Took me a while to figure it out, but this is fantastic. Really really cool :D
Very nice. Your colour palettes are gorgeous.
I love the visual design. I didn't get very far though; it feels like you could stand to be a bit more forgiving with the collision detection.
I actually liked the minimal music box-style soundtrack.
This is a gorgeous game, though I agree about the odd control issues. Also, the slash and slide seem superfluous, since if you just run at full-tilt the enemies will never hit you.
This is really nice. It's a brilliant wee score attack game. I would have liked a high score display though.
This made me laugh :D Love how fragile and unwieldy the body is.
I too never met any rainwalkers, but this is really, really nice. I love the setting and the aesthetics of it.
I like this, but even on a pad the controls are kind of unintuitive. I was expecting to rotate the turret with just the y-axis (i.e. up=rotate left, down=rotate right). It took me a while to work out that the turret's direction actually matches the stick's direction.
This is wonderful.
This is really nice. The music and simple visuals go together brilliantly. The difficulty curve was a bit too shallow for me though; it takes quite a while before it actually gets hard.
This is really nice, though I agree with the other commenters that the mechanics are slightly unintuitive at first.
This is really effective. Love the visuals. It's a really compelling mechanic.
This is amazing. The sound and visuals are fantastic. Not so keen on the FPS platforming, but once you get there the menace is awesome.
@s0ulcrusher Oops. Completely missed that you can glide. That does make things easier :)
A decent arena shooter. Feel like the collision detection could be a bit more forgiving though; quite a few times I died when I thought I'd just scraped past an enemy.
This is lovely. The dash mechanic is really interesting; it's tricky to master, which is perfect for a game like this.
This feels like a really strong idea that's hampered by its interface. The small text makes it hard to quickly grasp who you need to appease and who you can afford to upset, and given the time limit the questions are a bit too wordy.
I think if you rejiggered the questions a bit and made the power and favor meters into large bar graphs this would be a lot of fun. The map seems superfluous to the game.
This is a really nice idea. It makes for really interesting puzzles with multiple solutions too, which is cool.
Ooh, I love this. Was terrible at the exams, so spent most of my time in sketch mode:
http://i.imgur.com/Ar1LKCl.png
http://i.imgur.com/vxQikeX.png
http://i.imgur.com/pm1Fh9s.png
http://i.imgur.com/NtylAMn.png
Sorry for being slow to respond; have been kind of busy. Thanks for the kind comments everyone :)
@TheDreik: Sorry about that. If you pass -debug to the game on the command line, it'll generate a debug log, which *might* help me track down what's causing the crash.
@lazyeels: I'm not entirely sure how I can make it any easier. I don't know how to make a Linux binary that will work universally, so I figure distributing it as source code is the simplest solution. To reiterate what's in the INSTALL file, you need to install the various libraries that the game depends on via your package manager, then (in a terminal) navigate to the game's 'build' directory and enter the command: cmake ..
Followed by: sudo make install
@Starspell: Oh, I should have made that more clear. It should have left a log file named something like NiallDebugFile-1378063619.txt in your home directory?
Note: It's starting to look like this only runs on the laptop I coded it on :( I think it's because I had to upgrade to the latest version of SDL for its force feedback support and something's gone wrong in the upgrade.
I'll try and fix it when I get a chance, but I'm going to be pretty busy up till Christmas.
Fixed it :D
Turns out I was hard-coding the shader paths. I'm an idiot.
Oh, this is really nice. Love the way you kind of tip forward into the sea/other world. The colours are gorgeous.
Really like this. The mechanic of raising the columns is really nice, particularly the way you can rapidly make things difficult for yourself if you're not paying attention.
Oh, this is gorgeous. Didn't get very far though :( Don't think my platforming skills are quite up to scratch.
This is really cool. Love how the complexity rapidly increases as you free more fishes and the cooling lava starts to hem you in.
This is gorgeous. I struggled a bit to find all the blue triangles though - that part felt a little frustrating towards the end. Perhaps some kind of subtle directional hints would have helped.